This is one of only a few things I've ever done involving tiles so far as a pixel artist. Any feedback on it would be appreciated, as I'm just trying to get this right as I go based on memory of threads I've read here and what silly amounts of common sense I came built with.
I'm making tiles and characters for a platforming game much akin to the Canabalt or Robot Unicorn style of play, just with extra elements thrown into the mix. Characters and other assets I'm good with (ignore the character in there, he'll be changing to something more fun looking, just kept it in there for size comparison). The thing I'm not so well-practiced with is tilesets. I've very roughly sketched out what one environment I would like to base a level on below:
And after a few hours of fiddling around, here is what I've ended up with so far, without any backdrop, foreground, paralax fun stuff, etc. thrown in.
Aaaaand it's 55 tiles so far. A good chunk of which are just mirrored versions of existing tiles. The 'windows' will be getting an overhaul, and those slat thingies in the middle of the stone platform with the two windows on either side of them were just to see what else could be done with those temporary window borders to make more use out of what was already created.
Not asking for anyone to redo a whole tileset to better handle the sketch I made or anything like that. But just any crits on how I'm going about my tilemaking that could be executed more successfully would be very helpful to me. Always learning. Thanks!